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https://gitlab.com/OpenMW/openmw.git
synced 2025-01-26 18:35:20 +00:00
Mark Actors member functions as const where possible
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ae4ec0a1d0
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@ -37,6 +37,7 @@ namespace MWMechanics
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void updatePtr(const MWWorld::Ptr& newPtr) { mCharacterController.updatePtr(newPtr); }
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CharacterController& getCharacterController() { return mCharacterController; }
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const CharacterController& getCharacterController() const { return mCharacterController; }
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int getGreetingTimer() const { return mGreetingTimer; }
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void setGreetingTimer(int timer) { mGreetingTimer = timer; }
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@ -108,7 +108,7 @@ std::pair<float, float> getRestorationPerHourOfSleep(const MWWorld::Ptr& ptr)
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}
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template<class T>
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void forEachFollowingPackage(std::list<MWMechanics::Actor>& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func)
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void forEachFollowingPackage(const std::list<MWMechanics::Actor>& actors, const MWWorld::Ptr& actorPtr, const MWWorld::Ptr& player, T&& func)
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{
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for (const MWMechanics::Actor& actor : actors)
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{
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@ -357,7 +357,7 @@ namespace MWMechanics
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}
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}
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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void Actors::updateActor(const MWWorld::Ptr& ptr, float duration) const
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{
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// magic effects
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adjustMagicEffects (ptr, duration);
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@ -366,7 +366,7 @@ namespace MWMechanics
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calculateRestoration(ptr, duration);
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}
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void Actors::playIdleDialogue(const MWWorld::Ptr& actor)
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void Actors::playIdleDialogue(const MWWorld::Ptr& actor) const
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{
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if (!actor.getClass().isActor() || actor == getPlayer() || MWBase::Environment::get().getSoundManager()->sayActive(actor))
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return;
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@ -393,7 +393,7 @@ namespace MWMechanics
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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void Actors::updateMovementSpeed(const MWWorld::Ptr& actor)
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void Actors::updateMovementSpeed(const MWWorld::Ptr& actor) const
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{
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if (mSmoothMovement)
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return;
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@ -510,7 +510,7 @@ namespace MWMechanics
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actorState.setGreetingState(greetingState);
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}
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void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir)
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void Actors::turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const
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{
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auto& movementSettings = actor.getClass().getMovementSettings(actor);
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movementSettings.mPosition[1] = 0;
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@ -528,7 +528,7 @@ namespace MWMechanics
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}
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}
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void Actors::stopCombat(const MWWorld::Ptr& ptr)
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void Actors::stopCombat(const MWWorld::Ptr& ptr) const
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{
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auto& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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std::vector<MWWorld::Ptr> targets;
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@ -545,7 +545,8 @@ namespace MWMechanics
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}
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}
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void Actors::engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer)
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void Actors::engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2,
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std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies, bool againstPlayer) const
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{
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// No combat for totally static creatures
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if (!actor1.getClass().isMobile(actor1))
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@ -698,7 +699,7 @@ namespace MWMechanics
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}
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}
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void Actors::adjustMagicEffects (const MWWorld::Ptr& creature, float duration)
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void Actors::adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const
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{
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CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature);
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const bool wasDead = creatureStats.isDead();
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@ -754,7 +755,7 @@ namespace MWMechanics
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updateSummons(creature, mTimerDisposeSummonsCorpses == 0.f);
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}
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void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, double hours, bool sleep)
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void Actors::restoreDynamicStats(const MWWorld::Ptr& ptr, double hours, bool sleep) const
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{
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr);
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if (stats.isDead())
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@ -822,7 +823,7 @@ namespace MWMechanics
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stats.setFatigue (fatigue);
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}
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void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration)
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void Actors::calculateRestoration(const MWWorld::Ptr& ptr, float duration) const
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{
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if (ptr.getClass().getCreatureStats(ptr).isDead())
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return;
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@ -847,7 +848,7 @@ namespace MWMechanics
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stats.setFatigue (fatigue);
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}
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bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr)
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bool Actors::isAttackPreparing(const MWWorld::Ptr& ptr) const
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{
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const auto it = mIndex.find(ptr.mRef);
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if (it == mIndex.end())
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@ -855,7 +856,7 @@ namespace MWMechanics
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return it->second->getCharacterController().isAttackPreparing();
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}
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bool Actors::isRunning(const MWWorld::Ptr& ptr)
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bool Actors::isRunning(const MWWorld::Ptr& ptr) const
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{
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const auto it = mIndex.find(ptr.mRef);
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if (it == mIndex.end())
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@ -863,7 +864,7 @@ namespace MWMechanics
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return it->second->getCharacterController().isRunning();
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}
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bool Actors::isSneaking(const MWWorld::Ptr& ptr)
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bool Actors::isSneaking(const MWWorld::Ptr& ptr) const
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{
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const auto it = mIndex.find(ptr.mRef);
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if (it == mIndex.end())
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@ -1027,7 +1028,7 @@ namespace MWMechanics
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}
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}
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void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration)
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void Actors::updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) const
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{
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const MWWorld::Ptr player = getPlayer();
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if (ptr == player)
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@ -1139,7 +1140,7 @@ namespace MWMechanics
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updateVisibility(ptr, it->getCharacterController());
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}
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void Actors::updateVisibility (const MWWorld::Ptr& ptr, CharacterController& ctrl)
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void Actors::updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const
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{
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MWWorld::Ptr player = MWMechanics::getPlayer();
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if (ptr == player)
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@ -1179,14 +1180,14 @@ namespace MWMechanics
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}
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}
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void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell)
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void Actors::castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell) const
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{
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const auto iter = mIndex.find(ptr.mRef);
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if (iter != mIndex.end())
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iter->second->getCharacterController().castSpell(spellId, manualSpell);
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}
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bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer)
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bool Actors::isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const
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{
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if (!actor.getClass().isActor())
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return false;
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@ -1218,7 +1219,7 @@ namespace MWMechanics
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return false;
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}
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void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr)
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void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) const
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{
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const auto iter = mIndex.find(old.mRef);
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if (iter != mIndex.end())
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@ -1282,7 +1283,7 @@ namespace MWMechanics
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}
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void Actors::predictAndAvoidCollisions(float duration)
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void Actors::predictAndAvoidCollisions(float duration) const
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{
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if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
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return;
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@ -1675,7 +1676,7 @@ namespace MWMechanics
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++mDeathCount[Misc::StringUtils::lowerCase(actor.getCellRef().getRefId())];
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}
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void Actors::resurrect(const MWWorld::Ptr &ptr)
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void Actors::resurrect(const MWWorld::Ptr &ptr) const
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{
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const auto iter = mIndex.find(ptr.mRef);
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if (iter != mIndex.end())
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@ -1745,7 +1746,7 @@ namespace MWMechanics
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}
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}
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void Actors::cleanupSummonedCreature (MWMechanics::CreatureStats& casterStats, int creatureActorId)
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void Actors::cleanupSummonedCreature(MWMechanics::CreatureStats& casterStats, int creatureActorId) const
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{
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const MWWorld::Ptr ptr = MWBase::Environment::get().getWorld()->searchPtrViaActorId(creatureActorId);
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if (!ptr.isEmpty())
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@ -1780,7 +1781,7 @@ namespace MWMechanics
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purgeSpellEffects(creatureActorId);
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}
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void Actors::purgeSpellEffects(int casterActorId)
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void Actors::purgeSpellEffects(int casterActorId) const
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{
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for (const Actor& actor : mActors)
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{
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@ -1789,7 +1790,7 @@ namespace MWMechanics
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}
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}
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void Actors::rest(double hours, bool sleep)
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void Actors::rest(double hours, bool sleep) const
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{
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float duration = hours * 3600.f;
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const float timeScale = MWBase::Environment::get().getWorld()->getTimeScaleFactor();
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@ -1928,14 +1929,14 @@ namespace MWMechanics
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return 0;
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}
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void Actors::forceStateUpdate(const MWWorld::Ptr & ptr)
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void Actors::forceStateUpdate(const MWWorld::Ptr& ptr) const
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{
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const auto iter = mIndex.find(ptr.mRef);
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if (iter != mIndex.end())
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iter->second->getCharacterController().forceStateUpdate();
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}
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bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist)
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bool Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist) const
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{
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const auto iter = mIndex.find(ptr.mRef);
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if(iter != mIndex.end())
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@ -1948,14 +1949,14 @@ namespace MWMechanics
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return false;
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}
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}
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void Actors::skipAnimation(const MWWorld::Ptr& ptr)
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void Actors::skipAnimation(const MWWorld::Ptr& ptr) const
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{
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const auto iter = mIndex.find(ptr.mRef);
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if (iter != mIndex.end())
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iter->second->getCharacterController().skipAnim();
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}
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bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName)
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bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const
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{
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const auto iter = mIndex.find(ptr.mRef);
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if(iter != mIndex.end())
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@ -1963,13 +1964,13 @@ namespace MWMechanics
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return false;
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}
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void Actors::persistAnimationStates()
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void Actors::persistAnimationStates() const
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{
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for (Actor& actor : mActors)
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for (const Actor& actor : mActors)
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actor.getCharacterController().persistAnimationState();
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}
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void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out)
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void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const
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{
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for (const Actor& actor : mActors)
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{
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@ -1978,7 +1979,7 @@ namespace MWMechanics
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}
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}
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bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius)
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bool Actors::isAnyObjectInRange(const osg::Vec3f& position, float radius) const
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{
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for (const Actor& actor : mActors)
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{
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@ -1989,7 +1990,7 @@ namespace MWMechanics
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return false;
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}
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std::vector<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting)
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std::vector<MWWorld::Ptr> Actors::getActorsSidingWith(const MWWorld::Ptr& actorPtr, bool excludeInfighting) const
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{
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std::vector<MWWorld::Ptr> list;
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for (const Actor& actor : mActors)
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@ -2037,7 +2038,7 @@ namespace MWMechanics
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return list;
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}
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std::vector<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr)
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std::vector<MWWorld::Ptr> Actors::getActorsFollowing(const MWWorld::Ptr& actorPtr) const
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{
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std::vector<MWWorld::Ptr> list;
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forEachFollowingPackage(mActors, actorPtr, getPlayer(), [&] (const Actor& actor, const std::shared_ptr<AiPackage>& package)
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@ -2051,21 +2052,25 @@ namespace MWMechanics
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return list;
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}
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void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) {
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void Actors::getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) const
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{
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auto followers = getActorsFollowing(actor);
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for(const MWWorld::Ptr &follower : followers)
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if (out.insert(follower).second)
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getActorsFollowing(follower, out);
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}
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void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting) {
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void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting) const
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{
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auto followers = getActorsSidingWith(actor, excludeInfighting);
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for(const MWWorld::Ptr &follower : followers)
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if (out.insert(follower).second)
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getActorsSidingWith(follower, out, excludeInfighting);
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}
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void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies) {
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void Actors::getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out,
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std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies) const
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{
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// If we have already found actor's allies, use the cache
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std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >::const_iterator search = cachedAllies.find(actor);
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if (search != cachedAllies.end())
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@ -2087,7 +2092,7 @@ namespace MWMechanics
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}
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}
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std::vector<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor)
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std::vector<int> Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) const
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{
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std::vector<int> list;
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forEachFollowingPackage(mActors, actor, getPlayer(), [&] (const Actor&, const std::shared_ptr<AiPackage>& package)
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@ -2104,7 +2109,7 @@ namespace MWMechanics
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return list;
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}
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std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr &actor)
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std::map<int, MWWorld::Ptr> Actors::getActorsFollowingByIndex(const MWWorld::Ptr &actor) const
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{
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std::map<int, MWWorld::Ptr> map;
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forEachFollowingPackage(mActors, actor, getPlayer(), [&] (const Actor& otherActor, const std::shared_ptr<AiPackage>& package)
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@ -2122,7 +2127,8 @@ namespace MWMechanics
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return map;
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}
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std::vector<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) {
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std::vector<MWWorld::Ptr> Actors::getActorsFighting(const MWWorld::Ptr& actor) const
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{
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std::vector<MWWorld::Ptr> list;
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std::vector<MWWorld::Ptr> neighbors;
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const osg::Vec3f position(actor.getRefData().getPosition().asVec3());
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@ -2142,7 +2148,7 @@ namespace MWMechanics
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return list;
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}
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std::vector<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor)
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std::vector<MWWorld::Ptr> Actors::getEnemiesNearby(const MWWorld::Ptr& actor) const
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{
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std::vector<MWWorld::Ptr> list;
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std::vector<MWWorld::Ptr> neighbors;
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@ -2200,7 +2206,7 @@ namespace MWMechanics
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mDeathCount.clear();
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}
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void Actors::updateMagicEffects(const MWWorld::Ptr &ptr)
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void Actors::updateMagicEffects(const MWWorld::Ptr &ptr) const
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{
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adjustMagicEffects(ptr, 0.f);
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}
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@ -2268,7 +2274,7 @@ namespace MWMechanics
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return it->second->isTurningToPlayer();
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}
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void Actors::fastForwardAi()
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void Actors::fastForwardAi() const
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{
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if (!MWBase::Environment::get().getMechanicsManager()->isAIActive())
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return;
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@ -51,11 +51,11 @@ namespace MWMechanics
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/// Check if the target actor was detected by an observer
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/// If the observer is a non-NPC, check all actors in AI processing distance as observers
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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer);
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bool isActorDetected(const MWWorld::Ptr& actor, const MWWorld::Ptr& observer) const;
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/// Update magic effects for an actor. Usually done automatically once per frame, but if we're currently
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/// paused we may want to do it manually (after equipping permanent enchantment)
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void updateMagicEffects (const MWWorld::Ptr& ptr);
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void updateMagicEffects(const MWWorld::Ptr& ptr) const;
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void updateProcessingRange();
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float getProcessingRange() const;
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@ -70,11 +70,11 @@ namespace MWMechanics
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///
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/// \note Ignored, if \a ptr is not a registered actor.
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void resurrect (const MWWorld::Ptr& ptr);
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void resurrect(const MWWorld::Ptr& ptr) const;
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void castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell=false);
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void castSpell(const MWWorld::Ptr& ptr, const std::string& spellId, bool manualSpell = false) const;
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void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr);
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void updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr& ptr) const;
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///< Updates an actor with a new Ptr
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void dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore);
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@ -86,72 +86,75 @@ namespace MWMechanics
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void update (float duration, bool paused);
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///< Update actor stats and store desired velocity vectors in \a movement
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|
||||
void updateActor (const MWWorld::Ptr& ptr, float duration);
|
||||
void updateActor(const MWWorld::Ptr& ptr, float duration) const;
|
||||
///< This function is normally called automatically during the update process, but it can
|
||||
/// also be called explicitly at any time to force an update.
|
||||
|
||||
/// Removes an actor from combat and makes all of their allies stop fighting the actor's targets
|
||||
void stopCombat(const MWWorld::Ptr& ptr);
|
||||
void stopCombat(const MWWorld::Ptr& ptr) const;
|
||||
|
||||
void playIdleDialogue(const MWWorld::Ptr& actor);
|
||||
void updateMovementSpeed(const MWWorld::Ptr& actor);
|
||||
void playIdleDialogue(const MWWorld::Ptr& actor) const;
|
||||
void updateMovementSpeed(const MWWorld::Ptr& actor) const;
|
||||
void updateGreetingState(const MWWorld::Ptr& actor, Actor& actorState, bool turnOnly);
|
||||
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir);
|
||||
void turnActorToFacePlayer(const MWWorld::Ptr& actor, Actor& actorState, const osg::Vec3f& dir) const;
|
||||
|
||||
void rest(double hours, bool sleep);
|
||||
void rest(double hours, bool sleep) const;
|
||||
///< Update actors while the player is waiting or sleeping.
|
||||
|
||||
void updateSneaking(CharacterController* ctrl, float duration);
|
||||
///< Update the sneaking indicator state according to the given player character controller.
|
||||
|
||||
void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep);
|
||||
void restoreDynamicStats(const MWWorld::Ptr& actor, double hours, bool sleep) const;
|
||||
|
||||
int getHoursToRest(const MWWorld::Ptr& ptr) const;
|
||||
///< Calculate how many hours the given actor needs to rest in order to be fully healed
|
||||
|
||||
void fastForwardAi();
|
||||
void fastForwardAi() const;
|
||||
///< Simulate the passing of time
|
||||
|
||||
int countDeaths (const std::string& id) const;
|
||||
///< Return the number of deaths for actors with the given ID.
|
||||
|
||||
bool isAttackPreparing(const MWWorld::Ptr& ptr);
|
||||
bool isRunning(const MWWorld::Ptr& ptr);
|
||||
bool isSneaking(const MWWorld::Ptr& ptr);
|
||||
bool isAttackPreparing(const MWWorld::Ptr& ptr) const;
|
||||
bool isRunning(const MWWorld::Ptr& ptr) const;
|
||||
bool isSneaking(const MWWorld::Ptr& ptr) const;
|
||||
|
||||
void forceStateUpdate(const MWWorld::Ptr &ptr);
|
||||
void forceStateUpdate(const MWWorld::Ptr &ptr) const;
|
||||
|
||||
bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number, bool persist=false);
|
||||
void skipAnimation(const MWWorld::Ptr& ptr);
|
||||
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName);
|
||||
void persistAnimationStates();
|
||||
bool playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
|
||||
int number, bool persist = false) const;
|
||||
void skipAnimation(const MWWorld::Ptr& ptr) const;
|
||||
bool checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) const;
|
||||
void persistAnimationStates() const;
|
||||
|
||||
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out);
|
||||
void getObjectsInRange(const osg::Vec3f& position, float radius, std::vector<MWWorld::Ptr>& out) const;
|
||||
|
||||
bool isAnyObjectInRange(const osg::Vec3f& position, float radius);
|
||||
bool isAnyObjectInRange(const osg::Vec3f& position, float radius) const;
|
||||
|
||||
void cleanupSummonedCreature (CreatureStats& casterStats, int creatureActorId);
|
||||
void cleanupSummonedCreature(CreatureStats& casterStats, int creatureActorId) const;
|
||||
|
||||
///Returns the list of actors which are siding with the given actor in fights
|
||||
/**ie AiFollow or AiEscort is active and the target is the actor **/
|
||||
std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor, bool excludeInfighting = false);
|
||||
std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor);
|
||||
std::vector<MWWorld::Ptr> getActorsSidingWith(const MWWorld::Ptr& actor,
|
||||
bool excludeInfighting = false) const;
|
||||
std::vector<MWWorld::Ptr> getActorsFollowing(const MWWorld::Ptr& actor) const;
|
||||
|
||||
/// Recursive version of getActorsFollowing
|
||||
void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out);
|
||||
void getActorsFollowing(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out) const;
|
||||
/// Recursive version of getActorsSidingWith
|
||||
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, bool excludeInfighting = false);
|
||||
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out,
|
||||
bool excludeInfighting = false) const;
|
||||
|
||||
/// Get the list of AiFollow::mFollowIndex for all actors following this target
|
||||
std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor);
|
||||
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor);
|
||||
std::vector<int> getActorsFollowingIndices(const MWWorld::Ptr& actor) const;
|
||||
std::map<int, MWWorld::Ptr> getActorsFollowingByIndex(const MWWorld::Ptr& actor) const;
|
||||
|
||||
///Returns the list of actors which are fighting the given actor
|
||||
/**ie AiCombat is active and the target is the actor **/
|
||||
std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor);
|
||||
std::vector<MWWorld::Ptr> getActorsFighting(const MWWorld::Ptr& actor) const;
|
||||
|
||||
/// Unlike getActorsFighting, also returns actors that *would* fight the given actor if they saw him.
|
||||
std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor);
|
||||
std::vector<MWWorld::Ptr> getEnemiesNearby(const MWWorld::Ptr& actor) const;
|
||||
|
||||
void write (ESM::ESMWriter& writer, Loading::Listener& listener) const;
|
||||
|
||||
@ -189,28 +192,31 @@ namespace MWMechanics
|
||||
bool mSmoothMovement;
|
||||
MusicType mCurrentMusic = MusicType::Title;
|
||||
|
||||
void updateVisibility (const MWWorld::Ptr& ptr, CharacterController& ctrl);
|
||||
void updateVisibility(const MWWorld::Ptr& ptr, CharacterController& ctrl) const;
|
||||
|
||||
void adjustMagicEffects (const MWWorld::Ptr& creature, float duration);
|
||||
void adjustMagicEffects(const MWWorld::Ptr& creature, float duration) const;
|
||||
|
||||
void calculateRestoration (const MWWorld::Ptr& ptr, float duration);
|
||||
void calculateRestoration(const MWWorld::Ptr& ptr, float duration) const;
|
||||
|
||||
void updateCrimePursuit (const MWWorld::Ptr& ptr, float duration);
|
||||
void updateCrimePursuit(const MWWorld::Ptr& ptr, float duration) const;
|
||||
|
||||
void killDeadActors ();
|
||||
|
||||
void purgeSpellEffects (int casterActorId);
|
||||
void purgeSpellEffects(int casterActorId) const;
|
||||
|
||||
void predictAndAvoidCollisions(float duration);
|
||||
void predictAndAvoidCollisions(float duration) const;
|
||||
|
||||
/** Start combat between two actors
|
||||
@Notes: If againstPlayer = true then actor2 should be the Player.
|
||||
If one of the combatants is creature it should be actor1.
|
||||
*/
|
||||
void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies, bool againstPlayer);
|
||||
void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2,
|
||||
std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies, bool againstPlayer) const;
|
||||
|
||||
/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of actors mapped to their allies. Excludes infighting
|
||||
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out, std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr> >& cachedAllies);
|
||||
/// Recursive version of getActorsSidingWith that takes, adds to and returns a cache of
|
||||
/// actors mapped to their allies. Excludes infighting
|
||||
void getActorsSidingWith(const MWWorld::Ptr &actor, std::set<MWWorld::Ptr>& out,
|
||||
std::map<const MWWorld::Ptr, const std::set<MWWorld::Ptr>>& cachedAllies) const;
|
||||
|
||||
};
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user